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This page provides an overview of all that's in Guardians of the Galaxy (Premium/LE) pinball machine (and all that's not)!
See something on this page that is incorrect? Wanna add something new? You can do it yourself! Well, if you have a Pinside user account that is.
Note! There are multiple versions of this game!
This is "Guardians of the Galaxy (Premium/LE)".
The other version is: Guardians of the Galaxy (Pro) (regular version)
Stern Pinball, Inc.
October 31st, 2017
Guardians of the Galaxy (Premium/LE) on the IPSND.
This machine has been rated by 118 users and currently ranks #46 in the Top 100
The machine either has no notable features or, more likely, no one has entered them in our database yet.
No one has entered any trivia for this game yet. If you know an interesting fact about this machine, please log in first, then use the 'edit this machine' link to add it!
It is unknown wether any backbox ornaments were available for this machine.
This machine has no dot matrix or video display, so it has no videmode.
V1.06.0 - December 11, 2018
LE/PRE V1.06 - December 11, 2018 ===================== - Added the virtual locks adjustment to the "Install Competition" menu. - Reduced Save Xandar scoring. - Added a Virtual Locks adjustment to virtually lock balls in Groot. Default = NO. Now tournament directors can add this adjustment change to make their tournament games more deterministic. - Modified logic that determines how quickly new balls are kicked into play once a ball is locked in Groot's head. - Added a Trough Eject Power adjustment. - Update to nodeboard firmware v0.28.0 - Added LIFETIME count to Standard Audit #16 "Total Plays". - Added JAPAN_3 Coinage 1/YEN 200. - Added UTIL-&gt;VOL adjustments for minimum and maximum master volume level and minimum and maximum headphones volume level. This will limit the selectable volume range from the service menu Plus and Minus keys and the headphones rotary dial. - Added support for 6th coin switch. - When entering UTIL-&gt;VOL, the first sub-menu adjustment is selected, previous behavior would select the last displayed sub-menu adjustment. - Added Standard Adjustment "START GAME ON CREDIT". Settings are: "OFF" - Do not automatically start a game or add a player when inserted money registers a credit "FIRST ONLY" - Automatically start a game when inserted money registers a credit "ALL CREDITS" - Automatically start a game or add a player when inserted money registers a credit Adding multiple credits simultaneously, via a bill acceptor, will only start a one player game or add a single player. Default setting is "OFF" - Removed unused obsolete Standard Adjustments: "FLASH LAMP POWER", "COIL PULSE POWER", "BILL VALIDATOR", "TEAM SCORES", and "CONSOLATION BALL". LE/PRE V1.04 - Sept. 6, 2018 ===================== - Added USA_13 Coinage 1/$1.00, 7/$5.00 - Update to nodeboard firmware v0.25.0 - Added adjustment to scale GI, Insert, and Flasher LED brightness, range is 25% to 100%. - Added adjustment to limit GI, Insert, and Flasher LED Max brightness, range is 64 to 255. LE/PRE V1.03 - July 23, 2018 ===================== - Fixed Tournament Leaders attract mode display effect text, i.e. "Current Winners:" text is replaced with "Tournament Leaders:". - Fixed Tournament Winners/Leaders attract mode display effect initials text that could sometimes exceed the width of the display now that the player can enter up to 20 initials. - Fixed a problem where the outline was missing on the "Tournament Ends In" attract mode display text. - Changed the criteria when Mystery awards an add-a-ball. Under normal circumstances Mystery will try to award an add-a-ball if a multiball is active. A problem occurs when Mystery and Immolation Initiative or Save Xandar Wizard Mode start are both awarded at the same time. The game would prematurely award a Mystery add-a-ball and then start the "lit" Wizard Mode. In this case the player wouldn't want an add-a-ball award yet since the multiball mode is just beginning with a 25 second ball saver. Now, the Mystery add-a-ball criteria has been changed to make add-a-ball available later in the multiball. - added Slam Tilt functionality to the game, i.e. for games that have a Slam Tilt switch installed. - Enhanced center channel clarity. - Added bass frequency filter selection options: 125Hz, 250Hz, and disabled. - Added treble frequency filter selection options: 4kHz, 8kHz, and disabled. LE/PRE V1.02 - June 20, 2018 ===================== - Fixed a problem with Groot Multiball speech where Groot did not say, "I Am Groot", if the Groot Motor was disabled. - Changed the default volume to approx. 75db - Fixed a problem where Groot's mouth did not honor the "Disable Motor" adjustment and tried to move during synced speech when the motor was disabled. - Fixed a problem when a ball was kicked out of Groot's mouth and exited the game via the right outlane while the right outlane "Save" feature was lit. Under this circumstance, the system "Ball Save" takes precedence and tries to immediately serve another ball into play, if possible. Otherwise, the game waits for the ball to travel to the trough at which time a new ball will be kicked back into play. The problem that occurred was that under these circumstances the Ball Saver timed out between the time the ball exited the right outlane and entered the trough. - Fixed an issue with the bonus rule where the player 4 bonuses weren't being initialized correctly. - Added adjustments for backbox and cabinet speaker types to the service menu UTIL-&gt;VOL. Supported speaker types are "STANDARD 8 OHM" and "HIGH PERFORMANCE 4 OHM". The amplifier power curve is appropriately adjusted for the selected speaker type. - Added Maintenance Reboot support. The game will automatically reboot if it has been on for more than 48 hours and has been idle for at least 15 minutes. A 15 second notification display will be presented and can be postponed by pressing both flipper buttons, inserting a coin/bill, or starting a game. - Updated AD_TILT_DEBOUNCE minimum value to 750ms to avoid overly conservative configurations. - DIAG-&gt;NODE-&gt;COMM test would occasionally falsely report address collisions, this has been corrected. LE/PRE V1.01 - May 24, 2018 ===================== - Fixed bonus carry over issue during multiplayer games LE/PRE V1.00 - May 22, 2018 ===================== - Increased Immolation Initiative scoring. - Increased potential Antiquities Shop 2 switch scores. - Increased potential Yaka Arrow 2 pop bumper scores. - fixed Yaka Arrow 2 pop bumper award animations. - Added logic to allow the ticket dispenser to appear in coil test. - Fixed a mission timer bug that, upon draining, reset the mission timer back to it's original starting value and resumed the mission at the start of the next ball. This occurred when the ball drained with only fractional seconds remaining in a mission. Now, when draining under this same scenario, the player is presented mission select at the start of the next ball. - Fixed a bug where the skill shot was available after Cherry Bomb Multiball. - Fixed a bug where a ball saver was available after Cherry Bomb Multiball. - Added logic to Save Xandar shot light strings to represent how many more shots are needed to complete a shot and add-a-ball into play. The logic is: 3 to go = Lamp Blinking 2 to go = Lamp Solid 1 to go = Shot lamp string strobing ON,ON,ON,OFF,OFF,OFF - Fixed a bug in Save Xandar that would not award a left orbit shot if a ball was simultaneously being auto launched from the shooter lane. - fixed Save Xandar Super Jackpot Ready lightshow. - fixed mystery award lightshows that occur during multiball events. - Fixed a bug in Immolation Initiative where balls were not being added back into play after crossing a switch/score threshold. - Increased the ball saver time during Immolation Initiative when balls are added back into play. - fixed display text in Save Xandar - added an add-a-ball and ball saver for completing each shot during Save Xandar, i.e. Save Xandar now has 9 add-a-balls. - fixed a Save Xandar award lightshow. - Now missions contribute to the end ball bonus. Completing a mission will add 50% of the total mission score to the Bonus. Example: score 10M total points during Sanctuary. Upon draining the Ronan value in the bonus sequence is worth 5M. This value holds over from ball to ball and can be raised by finishing Save Xandar and finishing the mission a 2nd time. - Changed the shot based portion of bonus scoring. - A 2nd Extra Ball can be collected for finishing "X" missions/MBs, default = 6. - Added a 2nd Extra Ball adjustment that allows/disables an Extra Ball to be lit/collected at the right scoop. - fixed a problem where, on occasion, the score frame, player scores, player up, and ball in play would not be displayed until a full screen display effect occurred. - added Yondu lane sound effect, light effect. - Optimized Groot Multiball Ready lightshow. - Fixed Groot Multiball Super, Double Super Jackpot lightshows. - Fixed Save Xandar Super Jackpot Lightshow. - Added speech to Save Xandar Start. - Synced Save Xandar start display/speech/shaker/lightshows. - Fixed a bug where the background score display effect was not properly waiting to start. - Removed a glitch that could occur with shooter groove mode display effects. - optimized Groot Multiball start sequence dots/music. - Increased Groot Multiball Super, Double Super Jackpot scores. - Added logic to sync the Groot Multiball Background display sequence to the Groot Multiball start display effect the first time the player starts Groot Multiball. The game remembers subsequent music/display starting points when starting Groot Multiball anew. - Fixed custom messages. - Added variations of Groot saying "I Am Groot" to Groot Multiball Start. These are also synced to the movement of Groot's mouth. - Groot's mouth is now synced to the speech during the Groot Multiball Start sequence. - Added speech to Groot Multiball start. - Choreographed Groot Multiball start lightshow(s). - Added 2 blow off sequences to the Groot Multiball Display Effect. Now you can fast forward/blow off to the "I Am Groot" sequence of the display effect, and additionally, blow that off to get the balls to kick out quickly. - Fixed a blow off display bug in Mystery that would sometimes kill the display effect instead of fast forwarding/blowing off to the actual award that was suppose to be displayed. - added new Groot Lock kick out lightshows. - improved Sanctuary 2 award lightshows. - Added a bigger Sanctuary 2 award lightshow. - Optimized how/when alternate Secondary mode display effects occur. - Added shaker code to alternate Secondary modes. - Increased Groot Super, Double Super Jackpot values. - Extended TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds - Corrected minimum firing time for flipper coil when an EOS switch is inconsistent or poorly gapped LE/PRE V0.95 - April 26, 2018 ===================== - Fixed an issue where mystery would award Orb lit when it was already lit. - optimized Trinket award display effects that are used during the Antiquities Shop mode. - added new pop bumper display f/x to Yaka Arrow 2. - fixed a bug where mode select was not showing the correct amount of time for a mode. - now the top lane skill shot lamp will be aligned with a top lane Escape Kyln lamp (if Escape Kyln is Active) making it easier to collect both awards at once. - optimized mode display effect artwork load times. - fixed a scoring bug in Antiquities Shop. - The first session of Quill's Quest is a 2 ball multiball. If both balls drain before the mode is completed the next ball will make mode select available instead of putting the game back into Quill's Quest. - Modified score positions for alternate mode 2 award display effects that appear and co-exist with primary mode/multiball award display effects. - now the Sibling Rivalry 2 start display effect is aborted if the Sibling Rivalry 2 award is collected before the Sibling Rivalry 2 start display effect has had an opportunity to run. This also holds true for Yaka Arrow 2 and Quill's Quest 2 start display effects. - increased Groot Multiball base jackpot scores. - decreased Orb Multiball base HurryUp scores. - fixed a bug where mode start display effects could cause the game, over time, to reset. - fixed an animation bug with the Knowhere 2 artwork. - added rules to Groot to compensate for a disabled Groot Motor, i.e. hit Groot to simulate a Groot ball lock event. - Fixed an issue where the Yaka Arrow 2 pops were not showing the correct display effect while other modes were running. - Fixed a bug on Yaka Arrow 2 pops where the first pop hit was not showing any display information. - optimized Pod Chase 2 display effects. - Added layered display effects for Yaka Arrow 2 and Sibling Rivalry 2. - Fixed an issue where the pop bumpers rule wouldn't display any information on 1 pop hit. - now mode select is available following the Cherry Bomb Multiball completion/ball draining sequence. - fixed a bug where mode select was started prematurely upon shooting the right scoop to collect the last shot of a mode award. - fixed Quill's Quest 2 display effect criteria of which award should be shown. - added a Quill's Quest 2 award lightshow. - fixed a bug where collecting the final Quill's Quest award at the right scoop would start/collect/finish Quill's Quest 2. - added a Hadron Enforcer Limit adjustment, default= 3. This limits the number of Hadron Enforcer 'shots' you can have in reserve. - added new artwork/sound fx to Quill's Quest 2. - fixed a bug where, upon locking a ball in Groot's mouth, the new ball auto launched into play could start a super skill shot event. - Added a layered display effect award to Quill's Quest 2. - added flipper blowoff to Yaka Arrow 2 mode start display effect. - added new artwork for Knowhere 2 display effect awards. - added enhancements to the Sanctuary 2 award display effect. - added sound f/x to Knowhere, Knowhere 2 & Pod Chase 2. - Modified mode 2 award display effects and logic to co-exist with primary/secondary/multiball award display effects. - Optimized Save Xandar to use less display processes. - Modified mode 2 alternate awards to be positioned lower on the display. - the Hadron Enforcer is no longer available to collect the final shot during Immolation Initiative. - fixed a bug where the Hadron Enforcer was allowed to collect the Super Jackpot during Save Xandar. - fixed a bug that could crash the game during Save Xandar. - added sound fx/speech to Save Xandar. - optimized Cherry Bomb Multiball display effect processes as they were contributing to balls being held in the right scoop during Cherry Bomb Multiball. - Yaka Arrow 2, Pod Chase 2, Escape Kyln 2, Knowhere 2 &amp; Sanctuary 2 award display effects were being cut short/off by the their associated total screen upon mode completion. This has been fixed. - fixed a bug where the Hadron Enforcer was allowed to collect the first jackpot during Orb Multiball. - added speech (last ball) and sound effects to outlanes. - Added stacking to secondary mode award display effects. - the Sibling Rivalry 2 background display effect was displaying the wrong score award total, this has been fixed. - optimized the Sibling Rivalry 2 award display effect. - Quill's Quest 2 was starting to count down too soon, this has been fixed. - added logic for Quill's Quest Hurryup starting value's last digit to be zero. - Added rules for Quill's Quest 2, a HurryUp centric rule. Shot the right scoop to collect a HurryUp award that starts at 10% of your score. - optimized Pod Chase 2 background lamp effect. - added functionality to allow layered "mode 2" awards to finish displaying before showing their associated total screen. - changed rules for Yaka Arrow 2, i.e. a super pop bumper centric rule. There are 50 Yaka Arrow Pop Awards. Collect 1 at a time for each pop bumper hit, or, collect all of them at once by shooting the Yondu Lane/Target. - Added rules for Sibling Rivalry 2, a Gamora right ramp centric rule. Shot the right ramp to collect all of the points earned during Sibling Rivalry. - now Secondary modes, i.e. Yaka Arrow 2, Sanctuary 2, etc.. persist until the end of the ball or until all of their associated points have been collected. Starting a new mode at the right scoop no longer stops Secondary modes. - fixed a bug where the Drax shot during upgraded Knowhere was not scoring correctly. - fixed a bug where the Yondu shot during upgraded Yaka Arrow was not scoring correctly. - added "flash lamp" style lamp effects to mode awards. - added topper effects to mode awards. - fixed a bug where the Broker shot during upgraded Antiquities Shop was not scoring correctly. - added a new guardians target bank "letter collected" topper effect. - added a topper lightshow for completing Guardian targets. - added a topper switch hit effect. - added topper light effects. - added a main play background topper light effect (which illuminates the topper based upon the mode/multiball that is active). - added topper effects that occur during playfield "flasher" events. - Optimized how layered display effects are killed prior to being replaced with a new layered display effect. - Increased the size of the current player's score to make it easier to read. - Fixed an issue where queued up mode awards would cause award light shows to play improperly. This also occasionally allowed stacked awards to show on top of one another. - Improved LED refresh rate and blink consistency. - Improved reporting of shorted General Illumination bulbs and sockets. LE/PRE V0.90 - March 29, 2018 ===================== - added flipper blow off to awards at the Orb Lane. - added logic to allow captured balls to exit the Orb Lane faster. - now it takes 7 shots to complete Antiquities Shop. - changed logic for the orbit control gates during Antiquities Shop (LE/Premium = Open, PRO = Closed). - Added new award displays to quill's quest. - Added optimized award displays for quill's quest. - changed rules for Yaka Arrow, i.e. a pop bumper centric rule. Every pop bumper session gives an award and lights a shot to be collected at the orbit/ramp/etc. - now it takes 8 shots to complete Yaka Arrow. - optimized Gamora Award1 art files. - added logic to the timer to display 7 bars to represent completion (Escape Kyln, Antiquities Shop). - Updated Timer artwork with revised 7-piece timer. - changed rules for Antiquities Shop, i.e. a switch centric rule. Every 20 switch hits gives an award in addition to awards collected at lit shots. - added the status of switch hits remaining to the Antiquities Shop background display effect. - changed rules for Yaka Arrow, i.e. a pop bumper centric rule. Every 10 pop bumper hits gives an award and lights a shot making it easier to complete the mode before time expires. - orbit combos are not available during Yaka Arrow as orbits always divert the ball into the pops during this mode. - added pop bumpers lamps to the mode select background lamp effect. - added the status of pop bumper sessions remaining to the Yaka Arrow background display effect. - Fixed an issue where, upon draining during a mode, the timer temporarily shows "0" tics remaining. - Added display functionality to remove Yaka Arrow "pops left" when there are 0 pops remaining. - added a grace period to Quills Quest shots. - Added pops sessions left for Yaka Arrow mode. - Fixed the formatting of the hurry up score in Quill's Quest. - now it takes 12 shots to complete Quills Quest. - changed the drop target logic during Quills Quest to catch and release balls shot into a lit drop target/Orb lane. - now Quills Quest HurryUp Awards reset and bump up in value after each award. - advancing towards Orb Multiball is no longer available when Quills Quest is a multiball. - advancing towards Groot Multiball is no longer available when Quills Quest is a multiball. - added Quills Quest multiball stop functionality. - added HurryUp Score to Quills Quest background display effect. - First session of Quills Quest is a 2 ball multiball. - changed rules for Quills Quest, i.e. a HurryUp centric mode. Use the upgrade feature to make shots worth more points, Quill is always lit to collect an award. - Modified primary and secondary mode light shows to not interfere with available lit shots. - now shots to the Yondu lane are scored by both target and lane switch. - optimized Yaka Arrow upgrade lit logic. - fixed a bug where Groot's mouth would not open during Cherry Bomb Multiball Super Jackpot. - Fixed high score game over screens to show the awards the player received. - Modified game over champion screens to be representative of the modes in question, i.e. Cherry Bomb Multiball Champion uses a "red" animated background. - reworked Yaka Arrow lamp infrastructure to accommodate upgraded pop bumper lamps. - optimized Escape Kyln lane change lamp logic for top/bottom lanes. - fixed a bug where the speech in Yaka Arrow 2 and Sanctuary 2 were transposed. - now the upgrade shot is available as a combo, i.e. the upgrade lamp will blink faster to indicate a combo is available. - added Cherry Bomb Jackpot, Double jackpot, Super Jackpot sounds. - optimized lamp logic in hadron enforcer. - Escape Kyln 2 is now a lanes centric rule. - Antiquities Shop 2 is now a switch centric rule. - changed rules for Escape Kyln, i.e. a lane centric mode. Play/Complete Escape Kyln to light a shot multiplier and advance Rocket Rampage Double Scoring. - now it takes 7 shots to complete Escape Kyln. - optimized background skill shot lamp effects. - the Hadron Enforcer is not allowed to collect the final shot (Rocket) during Escape Kyln. - changed the orbit control gate logic to accommodate diverting into the top lanes during Escape Kyln. - Top/Bottom lanes Nova Corps rule is not available during Escape Kyln. - Fixed an issue where the score frame Guardians target display continued to show when the bonus multipliers award came up. - Added colorized background videos for cherry bomb and save xandar - Added instant info for Cherry Bomb Champ and Save Xandar Champ. - Fixed an issue where the guardian's target bank, upon completion, would still show the previous award if hit quickly. - Modified mystery award presentation to be segmented for flipper blowoff, i.e. you can blowoff/fast forward to the award. - Fixed mode 2 totals to include the '2' in the text. - restructured Mystery Award Display Effect artwork to allow instant access to future frames in case the animation is blown off. - changed rules for Sibling Rivalry, i.e. a combo/flow centric mode. Use the upgrade feature to light shots that, when made, will light additional shots that are in line with the next flipped ball. This allows you to combo/finish the mode quickly. - now it takes 8 shots to complete Sibling Rivalry. - added 5-slot timer to Sanctuary - changed rules for Knowhere, i.e. an orbit centric rule. Use the upgrade feature to light all the shots during Knowhere making it easier to complete the mode before time expires. - Added 5-slot timer Artwork. - changed the rules for Pod Chase, i.e. a ramp centric mode. Use the upgrade feature to light all shots during Pod Chase making it easier to complete the mode before time runs out. - now it takes 10 shots to complete Pod Chase. - changed Sanctuary 2 score awards. - changed the rules for Sanctuary 2 which is now a roving super target mode. Hit the blinking Hadron Enforcer target to collect a roving super target award. - Added jackpot #2 display effect awards to all shots in Save Xandar. - Fixed an issue where switch hit display effects were not updating properly. - Modified switch hit display effect to stop playing new switch hit effects if the max number of older effects exist. - changed the default ball save settings on China games. - changed the adjustable default number of shots required to Upgrade a mode, default = 0, i.e. Upgrade is lit at the start of a mode. - changed the rules for Sanctuary which is now a target based mode. Complete the Hadron Enforcer targets before time runs out, shooting a left orbit (Ronan) shot will spot/collect a Hadron Enforcer target. - the Hadron Enforcer is no longer available during the Sanctuary mode. - Added a new final shot background for super jackpot during cherry bomb multiball. - Fixed an issue where jackpots for cherry bomb would occasionally not show. - Modified cherry bomb switch awards to not re-use recent positions. - Added super jackpot award for Save Xandar. - Added Cherry Bomb final shot artwork. - Updated Save Xandar character completion awards. - Added new cherry bomb awards to Cherry Bomb Multiball. - fixed a misspelled word in the Yaka Arrow shooter groove background display effect. - fixed a misspelled word in the Yaka Arrow 2 Start display effect. - added logic that allows qualification of the Hadron Enforcer outside of modes/multiballs, i.e. now you can add shots to the Hadron Enforcer when modes/multiballs are not running. - added "Hadron Enforcer Qualified" as a mystery award. - added "Hadron Enforcer is Qualified" display effect. - Corrected Yaka Arrow titles. - added logic to skip Cherry Bomb music as the background main play music if Chery Bomb Multiball wizard mode is ready to start. - changed GUARDIANS spell out light logic. The "GUARDIANS of the Galaxy" light now strobes on/off when GUARDIANS is one letter/shot away from giving an award (Bonus X, Mystery Lit). - changed RAMPAGE spell out light logic. The "Rampage" light now strobes on/off when RAMPAGE is one letter/shot away from starting Rocket's Rampage Double Scoring. - added Save Xandar High Score Champion. - added adjustments to support Save Xandar High Score Champion (default score threshold, type of award to give, # of awards to give. - added Save Xandar Champion to the attract mode. - added Save Xandar Ready lightshow. - added Immolation Initiative Ready lightshow. - Fixed an issue where some choreo blowoffs occurred outside of ball held devices. - reorganized mystery awards. - Modified several choreos to have flipper blowoff enabled. - added 2X Jackpot Lit display effect to Orb Multiball. - added Cherry Bomb Multiball audits. - added Increase Pop Bumper Value as a Mystery Award. - Spinners and Pops are no longer available as mystery awards once they have reached their Max value. - removed unused mystery awards. - removed unused audits. - Lowered the brightness of Hex videos - Fixed letter spacing on "Hadron Enforcer Is Qualified". - Changed layout of "Increase Pop Bumper Value" text. - Cherry Bomb Multiball Super Jackpot is now collected by shooting into Groot's moving mouth. - tweaking timing of auto launched balls being ignored by the orbit switches. - the Hadron Enforcer is not available to collect a Cherry Bomb Multiball Super Jackpot. - added a Cherry Bomb Multiball Super Jackpot Ready lightshow. - Added abort animation adjustment to the mode and effect choreos. - Added flipper blowoff to all choreo staged shots, specifically for layered mode awards. - Cherry Bomb Multiball ready background lamp effect lamps are now RED (LE only). - now the Hadron Enforcer can collect Save Xandar awards. - raised the volume of the countdown speech during Cherry Bomb Multiball. - added fixed Jackpot Scores to the Groot/Orb shots during Cherry Bomb Multiball. - now all 9 shots remain lit for a jackpot award during Cherry Bomb Multiball. - disabled target rule lightshows did not adhere to the rules color, this has been fixed. - optimized mode background light availability functionality. - optimized mode select background light availability functionality. - Mystery awards are no longer available during Cherry Bomb Multiball. - Groot target awards are no longer available during Cherry Bomb Multiball. - Right Outlane Save is no longer available during Cherry Bomb Multiball. - changed the Cherry Bomb Multiball ball save timer settings. Default = 60 seconds. - changed the default initials for Cherry Bomb Multiball Champion to MXV. - added a Cherry Bomb Multiball Completed display effect. (which shows total points collected during Cherry Bomb Multiball). - now balls auto launched via the shooter lane in Cherry Bomb Multiball will activate the orbit diverter, i.e. the balls will travel around the orbit to the left flipper instead of entering the pop bumpers. - now Cherry Bomb Multiball has 3 award levels to collect/complete. - added the Hadron Enforcer to Cherry Bomb Multiball wizard mode. - Cherry Bomb Multiball Wizard mode is now a timed based multiball. At the end while the balls are draining you are shown the total points collected before returning you back to 1 ball play. - added Cherry Bomb Multiball wizard mode. - added Cherry Bomb Multiball High Score Champion. - added adjustments to support Cherry Bomb Multiball High Score Champion (default score threshold, type of award to give, # of awards to give. - added Cherry Bomb Multiball Champion to the attract mode. - optimized mode select display/music logic. - added a Cassette deck as the main play background video when modes/multiballs are not playing. - changed the criteria for qualifying Cherry Bomb Multiball. Now you need to complete any 4 modes (multiballs do not contribute to the count) to enable this feature. - now Immolation Initiative is not available to start if Cherry Bomb Multiball is ready to start. - Added cherries and cherry bomb background animations. - Added final shot plasma awards for each character and mode Final Shot for Save Xandar. - Moved "Sequencing" text on the background score frame. - Added flashers to all mystery awards. - Fixed an issue where shot multiplier mystery award was showing lights inconsistently. - added logic to play new/longer mode shooter groove videos. - added an Orb Multiball add-a-ball limit adjustment, Default = 1. This is the number of times you can add-a-ball into play by earning a Super Jackpot during Orb Multiball. - Added extended mode start animations for Antiquities Shop, Escape Kyln, Pod Chase, Quill's Quest, Sanctuary, Sibling Rivalry, and Yaka Arrow. - changed Orb Multiball scoring, now super jackpot values reset at the beginning of each Orb Multiball (and after a super jackpot has been collected). - fixed a bug where the Hadron Enforcer was scoring a Orb Multiball Super Jackpot. - limit the number of add-a-balls you can earn during Orb Multiball. - Modified the timing of several mystery award light shows. - fixed Orb Multiball background "advance shot multiplier" lightshow, i.e it was still flashing when all shot multipliers had been upgraded. - Orb Multiball is now easier to complete. After collecting the Orb HurryUp Jackpot all shots are lit for a Jackpot. Jackpots can be doubled by hitting the Orb target. After collecting all jackpots the Orb is lit for a double jackpot. Collect the Double Jackpot at the Orb to start a captive ball Super Jackpot HurryUp. - you can no longer use the Hadron Enforcer to collect an Orb Multiball Super Jackpot, i.e. you have to shoot the Orb shot. - added strobing lights to Orb "x" Collected lightshow. - added Orb Multiball Orb target lightshow and sound effect. - now balls auto launched via the shooter lane in Orb Multiball will activate the orbit diverter, i.e. the balls will travel around the orbit to the left flipper instead of entering the pop bumpers. This allows you time to hit the drop target captive ball in the Orb Lane before any Orb Multiball HurryUp Award points count down. - changed the default setting for the shot multiplier adjustment that required all multipliers to be collected before they could be collected again. Now, upon draining, previous multiplier shots can be collected. - changed the lamp logic on the lockdown bar button that indicates when a game can be started or not. - Modified mode select lights to not show until mystery is concluded. - Modified light show for multiplier lit awards via mystery. - Modified mode shot lights to not show while mystery is being presented. - Reverted lockdown bar button functionality to start games during match display. - Removed light color (green) from lockdown bar button when the game has no credits. - Updated mystery award "Hadron Enforcer Is Qualified" display effect with corrected word spacing. - optimized pop sound effect sequence. - Modified Groot multiball awards to cycle through awards, killing older ones if necessary. - Modified the double scoring icon timer display to not be stale for half a second, i.e. this gives it time to present itself if the system is busy. - Modified mode award display effects to stop playing over each other. - Fixed Drax art. - Fixed Drax display awards during save xandar. - Fixed an issue where mystery awarded shot multipliers lit when shot multipliers were already lit. LE/PRE V0.87 - February 13, 2018 ===================== - added slingshot power adjustment. - changed default slingshot power. - added an adjustment for auto ball launch power. - changed default auto ball launch power. - fixed Drax display effects that appear in Save Xandar. - added a lightshow to Save Xandar Jackpots. - changed mystery "ball save lit" weighted criteria. - changed mystery "shot multiplier lit" weighted criteria. - modified antiquities shop awards to stop displaying on top of each other. - rampage spell out difficulty no longer gets harder after the 2nd+ spell out event, i.e. it remains at the same difficulty throughout the entire game. - added sound effects to mission awards for Antiquities Shop, Escape Kyln, Quills Quest and Yaka Arrow. - Modified mode select lights to only show when the mode select Display Effect is running. - added Ball Save Advance/Score display/sound FX. - added a HurryUp award to the first stage of Orb Multiball. - Orb Multiball jackpot values can be upgraded by hitting the Orb drop target, i.e. hitting the drop target during Orb Multiball raises the shot jackpot value by 2X. - Orb Multiball HurryUp score starts at 3M. - fixed a bug where Orb MB HurryUp was starting to countdown too early. - added start game functionality to action button on the lock down bar. - added green light to lockdown button when it can start a game. - modified action button so that it doesn't start a game during match sequence. - disallow mode select lamps from showing while waiting for the mystery presentation to end. - added Immolation Initiative Jackpot, Double Jackpot, Super Jackpot sound effects. - modified mystery to flash during multiballs when giving an award. - mystery award presentation runs faster during a multiball. - added a Display Effect for ball save score (for when you try to relight an already lit ball save) - disabled mystery light shows from running during multiballs, i.e. normally the mystery lightshows are showing you what you won by masking out all of the other lamps. - Added new light show to shot multiplier mystery award. - fixed Immolation Initiative Jackpot display effect. - Fixed incorrect lamp usage in mystery. - updated mystery award videos (text changes). - added light show for ball save mystery. - fixed issues with double scoring mystery presentations. - fixed issue with rampage spell out. - Added new mystery award for ball save lit. - fixed a bug where the previous/current tournament winners names were not being displayed in the attract mode. - fixed immolation initiative advance synced sound/display FX. - added outlines to all Tournament attract mode text effects. - added an adjustment/rule to limit the number of times a ball can be locked during Groot Multiball, default = 3. - Groot Multiball shots are now worth 5X if the shot's associated character/mission is completed. - added rectangular shot inserts to the Groot Multiball rule and changed the shot arrow insert logic in Groot Multiball to reflect the new 5X mode completion rule. If a mission is completed the Groot Multiball shot inserts will strobe indicating the shot is worth 5X. These completed mission inserts will also temporarily flash quickly when available for a 10X combo. - optimized lamp logic in modes/multiball to reduce node bus traffic. - added Immolation Initiative advance sound F/X. - added Save Xandar Advance sound F/X - added Save Xandar Intro sound F/X. - modified Mystery awards to disallow showing award display effects twice, i.e. the Mystery "Ball Save Is Lit" display effect is not followed by the normal "Ball Save is Lit" display effect. - added new videos for mystery awards. - added new double scoring music. - added new mystery awards, Orb Lit, Orb "X" Completed - added mystery light shows for each award. - changed the upgrade is lit and upgrade award text so it matches the color of the associated mode. - modified Escape Kyln display effects to stop older awards before starting a new effect. - Added 2 new mystery awards. - added timers to the mode select screen. - fixed broken mode select background lamp F/X. - added shaker F/X to Groot multiball advance/light lock. - fixed a bug where a mode shot award display/sound/lamp effect was not being shown if it completed a mode. - added 2 new mystery awards, Rampage Letter Added, Shot Multipliers Lit. - raised volume of Pod Chase award. - now the Movie Lines Adjustment has 3 options: OFF/Original Only/Original &amp; Alternates. - fixed a display problem where Tournament winners/scores were not being shown in the Attract mode. - fixed a Sibling Rivalry score bug. - removed top lane lights from the Groot lock lightshow so you can see and change top lane lights (if necessary) as the new locked ball is kicked into play and travels towards the top lanes. - added Save Xandar award display effects. - raised volume of Groot Multiball sound FX - Groot Multiball now has 3 jackpot levels that are followed by a super/double super jackpot. Now the Double Super Jackpot is scored by getting the ball past Groot's moving mouth. - added/fixed Groot advance/light/lock lightshows. - changed Groot Multiball Ready lightshow. - fixed Groot Multiball Start lightshow. - restructured when mode start display effects appear. - changed/lowered Groot Multiball scoring. - added Trinket awards to Antiquities shop. - added shooter groove background screens. - added Save Xandar is lit Display Effect. - Rampage spell out rule is now available during all multiballs. - fixed an issue where changing to a foreground effect would cause the double scoring icon to disappear. - added Save Xandar Wizard Mode. - added Save Xander Advance Display Effect. - added double scoring icon to the score screen. - changed background RAMPAGE lamp strobe timing. - points accumulated during Groot Multiball for lock lit/awards were not being added to the total tally, this has been corrected. - optimized GUARDIANS target background/award lightshows (LE insert is now GOLD instead of White). - added extended looping Knowhere start display effect and artwork (designed to be played/looped while the ball is sitting in the shooter lane at ball start). - added speech to double scoring start/restart. - added double scoring start/restart lightshow. - added a lightshow to RAMPAGE spell out. - changed difficulty of starting Rocket's Rampage Double Scoring, Default = 4 letters spotted. - now mystery can add time to Escape Kyln 2. - fixed a bug where collecting 2 RAMPAGE letters quickly could cause the game to reset. - added lamp logic to the RAMPAGE light, i.e. in double scoring the light will blink faster as time is about to expire. - added new Rampage spell out module/logic. - added shot multiplier lit sound FX - added shot multiplier lit/awarded speech. - raised the volume on shot multiplier award(s). - added mission shooter groove tunes, this will pause the timers at the start of a ball. - added Shot Multiplier(s) Lit display effects. - added LCD display effects for Tournament high score to date enter initials and no Tournament Qualifiers. - removed duplicate player up score on the background score screen. - added skull graphics to the default background score screen that appears when a mode/multiball is not active. - add LCD display effects for Tournament Credits, Tournament Game Start. - added ball save advance display effects - fixed a problem where, if 3 balls were locked in Groot and any other Multiball has 3 balls in play, there are no balls in the trough to instantly serve the right outlane ball save. If this happens the game will now wait for the ball to arrive at the trough and serve it back into play. LE/PRE V0.85 - January 9, 2018 ===================== - optimized switch hit graphics during Escape Kyln 2 as each FX was slowing down the display. - changed Immolation Initiative music to match Intro with Ronan. - optimized switch hit graphics during Immolation Initiative. - updated the display effect that appears while pressing both flipper buttons in the attract mode to show the score(s) of the last game played. - updated the Competition Mode display effect that appears in the attract mode while holding in the left flipper button. - added a level 2 jackpot lightshow to Immolation Initiative. - Added score frame to Immolation Initiative progress display screen - added award display f/x to Immolation Initiative. - fixed a problem where mode select was still active after the player plunged the ball and inadvertently switched the selected mission as they used the flippers to move the lit skill shot. - added an Immolation Initiative Champion to instant info - added an adjustment to allow Mode Select at Ball Start, default is "Yes". - added skill shot speech. - added Hadron Enforcer speech. - added skill shot, super skill shot sound FX. - now every other Immolation Initiative level 2 jackpot adds a ball back into play. - added Immolation Initiative light logic to the bottom grid of lamps. - added Save Xandar light logic to the bottom grid of lamps. - changed logic for the orbit control gates to remain down during Immolation Initiative. - Groot Multiball ball save progress has been optimized. - added a Hadron Enforcer Awards adjustment, i.e. # of Hadron Enforcers shots to award upon completing the Hadron Enforcer targets. - increased the MAX number of Hadron Enforcer shots accumulated to 9. - raised the volume of the Sibling Rivalry, Pod Chase &amp; Sanctuary Awards as they were hard to hear over the background FX. - added Immolation Initiative awards to the Hadron Enforcer, i.e. the Hadron Enforcer can collect Immolation Initiative awards. - fixed a bug where the Hadron Enforcer would give awards when they were not available. - added a level 1 jackpot lightshow to Immolation Initiative. - added Immolation Initiative progress display screen. - fixed Immolation Initiative speech. - added Hadron Enforcer Lit sound F/X. - now only single rampage letters show up if the display is busy showing other awards. - the Hadron Enforcer action button, after game over, was still flashing in the attract mode. This has been fixed. - Immolation Initiative can now be restarted if a level 2 Jackpot (which adds a ball) is collected during the grace period. - fixed a bug where the right outlane ball save was awarded if you drained during the start of Multiball. Now the game gives the ball back without turning off the right outlane ball save lamp. - added Immolation Initiative High Score Champion. - added adjustments to support Immolation High Score Champion (default score threshold, type of award to give, # of awards to give. - added Immolation Initiative Champion to the attract mode. - Fixed a problem where high score 3 was showing phantom letters. - fixed Immolation Initiative speech that was being cut off. - Immolation Level 1 and 2 Jackpot awards can now be collected via switch hit thresholds. - fixed a bug where locked balls were not being added into play during Immolation Initiative. - added Immolation Initiative Wizard Mode. - balls that are kicked out of Groot's mouth used to momentarily activate the top magnet. Now the kick out alternates between the top/right magnets. The left magnet is not used in this case as it is not close enough to the ball path to change the ball's trajectory. - restructured Orb Magnet timeout to be more efficient. - added mode start display effects for all movie modes, i.e. Sanctuary, Sanctuary 2. - now cycling magnet(s) will timeout if balls are being held on the flipper. - added cycling magnets logic to Orb Multiball - added lights to Orb Multiball to indicate orb/super jackpot levels. - Added Hadron Enforcer lit display FX. - high score initials music was running during the match f/x, this has been fixed. - added End of Ball Bonus Multiplier sound FX 1X-10X. LE/PRE V0.81 - December 21, 2017 ===================== - fixed a bug where the pops were still cycling shots during Sanctuary final shot. - added sounds for Rampage Spell out, Spell out Complete to start Rampage Double Scoring. - added sounds for Guardians Spell out, Spell out Complete to advance Bonus X. - added sounds for Shot Multiplier Collected. - added award sounds for Sibling Rivalry. - added award sounds for Pod Chase. - added award sounds for Sanctuary. - "I Want You Back" music intro is now shorter. - found an instance where Groot Multiball did not save progress properly, this has been fixed. - optimized Bonus X Award to appear on the screen faster. - added Guardian spell out sprite to the top of the background score display. - balls didn't kick out of Groot if a ball was locked at game over during a tournament, i.e. the match effect did not run. This has been fixed. - removed ducking from Orb Multiball Jackpot sound F/X. - Antiquities Shop lightshow awards were not being shown, this has been fixed. - lowered overall speech volume. - lowered right spinner volume. - speech no longer ducts Groot Multiball Jackpot sounds. - changed game over music to "I Want You Back" - added tune "Aint No Mountain High Enough" to post mode/multiball playlist. - added tune "I Want You Back" to post mode/multiball playlist. - added new Groot Jackpot, Groot Super Jackpot, Groot Double Jackpot, Groot Double Super Jackpot sound f/x. - added Guardians Spell out Complete animation. - changed Shot Multiplier Collected artwork images. - fixed a problem where the Bonus X display effect was not ending which delayed other display effects from running and delayed ejects from kicking. - the display wasn't showing the value of the spinner award on the first spin, this has been fixed. - fixed a problem where spinner values were not resetting properly after a ball drain. - fixed bonus lightshows to sync with bonus character awards. - added lightshows for spinners. - added threshold levels that increase spinner value. - fixed a problem where an active spinner would prevent the other spinner from scoring/displaying awards. LE/PRE V0.80 - December 15, 2017 ===================== - fixed guardians letter award issue with multiple letters showing at the same time. - fixed scoring and sound fx for spinners (LE/PRE only). - added differentiation for left and right spinner animations (LE/PRE only). - added spinner display effects (LE/PRE only). - added/fixed missing lights in attract mode lightshows. - found a few instances where, upon draining, the last movie line would still be repeated at the start of the next ball. This has been fixed. - Groot Multiball now saves progress and continues from the previous session. - changed Groot Multiball difficulty, i.e. lowered the number of hits to Groot's Jaw to light lock (Hard = 1 hit, Extra Hard = 2 hits). - changed criteria for starting Immolation Initiative (now modes must be half completed to qualify instead of starting a mode). Orb/Groot Multiball criteria remains the same. - fixed Antiquities Shop speech timing. - Added spell out to instant info - fixed antiquities shop speech timing. - added a delay to the knocker to sync better with the match speech. - fixed several broken speech calls. - fixed a problem where Groot Multiball was not displaying the correct Jackpot scores. - changed Orb Multiball scoring. - optimized Spinner art (LE/PRE only) - removed unused/combined speech - added more Drax speech. - added mother speech. - added spell guardians display F/X. - added/fixed additional Korath/Quill/Collector/Carina speech. - added Rampage Spell out and Rampage Start Display effects to game - added Groot Multiball Jackpot sounds. - fixed the AD_MULTIPLIER_SET_REQUIRED_BEFORE_RECOLLECT adjustment, i.e. once a shot multiplier has been collected, it is not available to be re-lit until all of the other shot multipliers have been collected. - added display animations to Sibling Rivalry, Pod Chase. - added Super Skill Shot display effect. - added Star Lord speech to Quills Quest, Pod Chase, Antiquities Shop - changed the difficulty of advancing towards Orb Multiball. - Orb Multiball now saves progress and continues from the previous session. - added Shot Multipliers display F/X. - optimized jackpot explosion animations - optimized Rampage Start animation. - changed default speech/music attenuation on French games. - fixed a problem where mode timers, upon restarting after a drained ball, did not restart where they left off. - added speech to Groot Multiball. - fixed a problem with the ticket(s) redemption display effect, i.e. it was running too long for each ticket awarded and delaying other display effects that were waiting to run. LE/PRE V0.73 - December 5, 2017 ===================== - added Extra Ball is lit display effect. - added Bonus Multiplier award display effect (via Guardians target). - added Groot Multiball jackpot display effects. - added additional Ronan speech. - added additional Rocket Speech. - added additional "movie extras" Speech. - added Yaka Arrow II Speech. - added Ronan Speech to Sanctuary II. - added Drax Speech. - added music to sound test. - added Orb Multiball Jackpot, Double Jackpot, Super Jackpot sound FX. - added mode timing out, timed out sound FX. - added Extra Ball lit sound FX. - added Shoot Again sound FX. - added Ball Save Lit/Awarded sound FX. - added Star Lord speech to modes/multiballs. - added Orb lock lightshow. - added an adjustment to turn off alternate movie lines. - fixed a problem where, upon draining, the last movie line would be repeated at the start of the next ball. - added new bonus multiplier awards. - added background video to end of ball bonus. - fixed an issue where flipper cancel on bonus didn't show the end bonus total. - modified groot jackpots display awards to avoid overlapping mode/other awards. - mode timers are now based upon the length of the mode music. - fixed flipper blowoff display timing. - fixed a problem where mode timing was incorrect when played during a multiball event. - fixed a problem where groot/orb multiball, when over, restarted the mode music if a mode was active. - added extra ball speech. LE/PRE V0.72 - November 28, 2017 ===================== - Initial release.
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